#version 450 core

layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in int a_EntityID;

//uniform mat4 u_ViewProjection;
struct VertexOutput
{
	vec4 Color;
};

layout(location = 0) out VertexOutput Output;
layout(location = 1) out int v_EntityID;

void main()
{
	Output.Color = a_Color;
	v_EntityID = a_EntityID;

	gl_Position = vec4(a_Position, 1.0);
}